I loved the look of this and the responsive controls, though it felt a bit cramped. I tried playing with my controller, but the attack button wouldn't work. Not surprising though since this was in a browser.
IPlayGamesOnPC
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I didn't see a single enemy, except for the boss. At least I'm assuming it's a boss, since you're trapped in the room. It didn't appear to be taking damage so I'm not sure.
The game looks good and I loved the idea, especially the part where you have slices of bread for your lifebar. I didn't like the way the jumping was floaty and wasn't sure if this was intentional or not.
The spear is an interesting game mechanic and the minimap was very helpful. I had some trouble figuring out how to use the spear at first and had to watch the video. I didn't get very far in though as I kept losing the spear and it wouldn't recall. I think if it hits a spike it despawns and can't return? I didn't get far enough in to see what the dash and human/seed thing were about. On the other hand, the enemies were barely a threat, so I guess it balances out. In any case, this is really polished for a solo dev, and I hope you do more with it, maybe make it a little more accessible.
My idea was to just use line of sight to chase the player, and I could control the difficulty by adjusting the speed of movement and range of sight. The player could make a turn but if they were still in range and line of sight once the monster reaches the intersection, the chase would continue. If I can't figure out how to make that work right, I'll switch to breadcrumb trails, which is a bit more similar to the original AI. An additional aspect of the ghost AI was that when they weren't actively chasing, they'd each seek out a different corner of the maze. I have no intention of including that, nor do I plan to include the timer where the ghosts would switch between patrolling and wandering.
I found this a bit too difficult to enjoy, with the crosshair being so large, covering up the enemy bullets so I couldn't see them in time, as well as being offset, and the bullet range being so short but at the same time going through walls. That said, there's a good concept at the heart of this, and I'm willing to give it another try later on.
Thanks! The AI is barely even that. At each intersection, it just randomly chooses a direction based on what's available. There's additional code that has the AI chase the player if they have line of sight within a certain distance, and it simply doesn't work. Unfortunately, I needed to get some sleep at some point that weekend, so it never got fixed.
From a technical standpoint, this was really well done for a 2 day game. I encountered no bugs at all. While it lacked sound and had simple gameplay, this seemed well polished and I wonder if the game engine lent itself particularly well to this sort of game.
The combinations seemed to get really random and about halfway through I was just combining random stuff and hoping for the best. By the end, I was unsure what parts would make a cow. I guessed wrong and chaos ensued. And I loved it. It was hilarious. The seemingly random nature of the combinations were more than made up for by the humor, and the game made for an amusing if short diversion.
I had a hard time doing anything as the mouse detection is either too pixel precise or offset and there's no visual feedback. It took me half a minute to get into the game because the play button wasn't responding to the mouse until I found the right pixel. It was a struggle to get through the buy menu as well. Anyway, once I finally got fish and food in the tank, they didn't reproduce. Somehow I don't think I got the expected experience.
It sounds like a bug. You're supposed to lose one life, the monsters and player reset, the flowers stay the same, and you continue from there. But sometimes multiple collisions occur in a short period and you lose all your lives. One of the many things I plan to fix. I have another jam I'm doing, so it might be awhile before I can come back to this.